What are the chances of natural hot springs appearing in the game at some point? And could there be something like Public Baths http://en.wikipedia.org/wiki/Public_bathing#Cultures_and_countries? They could also double as meeting places.
I'm not sure how to assign a chance to something like that, but as we do overland features over time to complement the new underground, stuff like that will come up.
This includes curses of undeath. Should land falling under the Death sphere be marked, simply, by having all animals turn undead? Or will there be other subtleties and more variation, such as vaguely related spheres (darkness, sickness, life) having a chance of involving undeath? Or will there be an overhaul of spheres and have something as straightforward as a Skeletal sphere, a Zombie sphere, a Lycanthropy sphere, etc?
I'm going to try to be careful to not add spheres that are too oriented toward something that might appear in whatever curse raws there end up being, unless there's something like a curse sphere that also takes an argument to specify it. In a way the spheres aren't supposed to be in the raws, because they are something basic where the effects are going to be too weird/involved to do without some hardcoding. It shouldn't be impossible to come up with subtle effects for things like death though. Your aging process might just be enhanced or something, although having a sphere for aging or old age might not be unwarranted itself.
On that note, will there be many more curses and will we be able to mod in our own? Such as mummified bodies, demonic possession, etc. It seems like this could well end up tied into general sicknesses.
Yeah, this is the idea. "Skeleton" and "Zombie" as special flags will be gone, and all sorts of whatever will be in. It ties in well to almost all of the game mechanics, really, because you can push it in whatever direction. It's kind of like magic that way.
Presumably this this means that custom workshops will never be claimed by moody dwarfs at all?
That's right. Mood dwarves don't understand custom jobs/reactions right now.
(Which would make sense, to avoid those crazy artifacts mentioned. Actually, how does the game currently choose what can be artifacted? If you mod in a weapon and a workshop that can make it, it can already be randomly chosen for a mood, right?)
If you mod in a weapon and a custom workshop that can make it, it won't work, because that involves a custom workshop. If you have the standard forge, as things are currently, then it'll be allowed, at the forge.
Wow, 1x1 custom workshops. That'll probably make quantum stockpiling a whole lot easier, actually. Unless the [CLUTTER] level is tied to the number of squares the workshop covers? I mean, a 50x50 workshop shouldn't clutter at the same rate as a 1x1 workshop making the same type of object.
It depends on what are in the tiles I guess. There should probably be a clutter capacity parameter at some point, but that would only apply before the workshops are rethought so I might not bother with that.
But the first thing you tend to think of is taking it to extremes. That is, at one end you could mod in an enormous General Purpose Workshop which requires a large number of materials and which can be used to do *all* the vanilla tasks.
I should point out again here that certain things aren't going to work, like crafts. Certain conveniences like being able to choose the metal before the job in the forge are also not supported for custom workshops.
The custom workshop interfaces still just list the jobs without material selectors or extra helper buttons, but there are some flags you can but on reactions that help with things, so that you can request, say, any wood for a reagent and the product can use the exact material picked up by the dwarf for the product. The reagents all have labels now, and you can tell a product to "GET_MATERIAL_FROM_REAGENT:B", for instance, and whatever item the dwarf picks up for reagent B will be used to determine the material of that product.
Awesome.
There's another layer in between the reagent and product in this system which should be useful as well. For instance, for tanning, which is now in the raws, instead of producing leather that is made out of the reagent's skin material, you need to have it made out of a new leather material, but the type of leather needs to depend on the skin material. So for this one, we have "GET_MATERIAL_FROM_REAGENT:A:TAN_MAT" where TAN_MAT is the token for reaction information inside the material. That is, the material definition has "[MATERIAL_REACTION_PRODUCT:TAN_MAT:LOCAL_CREATURE_MAT:LEATHER]". This means that instead of making the new product out of skin, it searches for "TAN_MAT" and says "okay, I should use the skin's creature's leather definition instead." It doesn't need to be a local creature material. You could just as easily have tanning cow skin give you tigerman leather or an iron "tanned skin" item. You'd do those with (in the mat def) [MATERIAL_REACTION_PRODUCT:TAN_MAT:CREATURE_MAT:TIGERMAN:LEATHER] and [MATERIAL_REACTION_PRODUCT:TAN_MAT:INORGANIC:IRON], respectively. The leather materials (and soap, tallow etc.) are all defined inside the creature itself.
When I say that TAN_MAT is a token, I mean that it isn't hard-coded at all. You could have a reaction that has:
[REAGENT:A:1:BAR:NONE:NONE:NONE][REACTION_CLASS:MY_WEIRD_SWORD_CLASS]
[PRODUCT:100:1:WEAPON:SWORD_SHORT:GET_MATERIAL_FROM_REAGENT:A:MY_WEIRD_SWORD_MAT]
and then over in all the material defs you want (inorganic, tallow, whatever you have modded to make bars):
[REACTION_CLASS:MY_WEIRD_SWORD_CLASS] <-- lets it know it can be used as a reagent in that reaction
[MATERIAL_REACTION_PRODUCT:MY_WEIRD_SWORD_MAT:<whatever you want as a material for that particular input>] <-- tells it what you want the output to be
1 : Can you set the buildings to require power?
Not yet. It has been requested, and I'm not sure if we'll have a simple version or not.
2 : Can buildings require water in the same manner as some require
magma?
Require it not like power but just need it around? There's nothing like that, though I might get around to having some of the weird restrictions current buildings have (like wells).
3 : Could a building produce and expel a gas or liquid, for example a
cloud of gunpowder from a gunpowder mill?
Nope.
4 : Could buildings be set to operate without a dwarf present? For
example could you load up a building with raw materials and then after a
certain amount of time it would produce an item? .
Nope.
5 : Can you create your own building weapons, like catapults and
ballista?
Nope.
1 : If you could produce gunpowder would you be able to make it
flammable and explosive, and what would happen if a dwarf was carrying
ammo made out of it and he was set on fire for any reason? Exploding
dwarf?
Flammable but not explosive.
2 : Could a gunpowder based weapon use seperate gunpowder and ammo, or
would it have to be combined for both to be used up with each shot?
Nope.
3 : Could a weapon produce a cloud of smoke when it's fired?
Nope.
4 : Could you create a thrown or projectile weapon that explodes on
impact?
Nope.
5 : If you stored gunpowder in a barrel would it explode if heated?
You could set something to boil but not explode.
6 : Could you mod animals to poo?
You could have them secrete poo on their skin from whatever, spit poo from wherever, breath gaseous poo in general or inject poo from wherever, but you couldn't tie it in to what they eat.